chipmunk 4.1.0-x86-mswin32
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- data/Rakefile +38 -0
- data/ext/chipmunk/chipmunk.c +69 -0
- data/ext/chipmunk/chipmunk.h +91 -0
- data/ext/chipmunk/cpArbiter.c +263 -0
- data/ext/chipmunk/cpArbiter.h +85 -0
- data/ext/chipmunk/cpArray.c +114 -0
- data/ext/chipmunk/cpArray.h +45 -0
- data/ext/chipmunk/cpBB.c +46 -0
- data/ext/chipmunk/cpBB.h +53 -0
- data/ext/chipmunk/cpBody.c +180 -0
- data/ext/chipmunk/cpBody.h +132 -0
- data/ext/chipmunk/cpCollision.c +390 -0
- data/ext/chipmunk/cpCollision.h +23 -0
- data/ext/chipmunk/cpHashSet.c +219 -0
- data/ext/chipmunk/cpHashSet.h +79 -0
- data/ext/chipmunk/cpJoint.c +553 -0
- data/ext/chipmunk/cpJoint.h +122 -0
- data/ext/chipmunk/cpPolyShape.c +139 -0
- data/ext/chipmunk/cpPolyShape.h +92 -0
- data/ext/chipmunk/cpShape.c +244 -0
- data/ext/chipmunk/cpShape.h +141 -0
- data/ext/chipmunk/cpSpace.c +530 -0
- data/ext/chipmunk/cpSpace.h +120 -0
- data/ext/chipmunk/cpSpaceHash.c +455 -0
- data/ext/chipmunk/cpSpaceHash.h +100 -0
- data/ext/chipmunk/cpVect.c +63 -0
- data/ext/chipmunk/cpVect.h +106 -0
- data/ext/chipmunk/extconf.rb +4 -0
- data/ext/chipmunk/prime.h +68 -0
- data/ext/chipmunk/rb_chipmunk.c +109 -0
- data/ext/chipmunk/rb_chipmunk.h +77 -0
- data/ext/chipmunk/rb_cpBB.c +154 -0
- data/ext/chipmunk/rb_cpBody.c +239 -0
- data/ext/chipmunk/rb_cpJoint.c +136 -0
- data/ext/chipmunk/rb_cpShape.c +292 -0
- data/ext/chipmunk/rb_cpSpace.c +330 -0
- data/ext/chipmunk/rb_cpVect.c +250 -0
- data/lib/1.8/chipmunk.so +0 -0
- data/lib/1.9/chipmunk.so +0 -0
- data/lib/chipmunk.rb +15 -0
- metadata +92 -0
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/* Copyright (c) 2007 Scott Lembcke
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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struct cpBody;
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typedef void (*cpBodyVelocityFunc)(struct cpBody *body, cpVect gravity, cpFloat damping, cpFloat dt);
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typedef void (*cpBodyPositionFunc)(struct cpBody *body, cpFloat dt);
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typedef struct cpBody{
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// *** Integration Functions.
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// Function that is called to integrate the body's velocity. (Defaults to cpBodyUpdateVelocity)
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cpBodyVelocityFunc velocity_func;
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// Function that is called to integrate the body's position. (Defaults to cpBodyUpdatePosition)
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cpBodyPositionFunc position_func;
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// *** Mass Properties
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// Mass and it's inverse.
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// Always use cpBodySetMass() whenever changing the mass as these values must agree.
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cpFloat m, m_inv;
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// Moment of inertia and it's inverse.
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// Always use cpBodySetMass() whenever changing the mass as these values must agree.
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cpFloat i, i_inv;
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// *** Positional Properties
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// Linear components of motion (position, velocity, and force)
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cpVect p, v, f;
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// Angular components of motion (angle, angular velocity, and torque)
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// Always use cpBodySetAngle() to set the angle of the body as a and rot must agree.
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cpFloat a, w, t;
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// Cached unit length vector representing the angle of the body.
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// Used for fast vector rotation using cpvrotate().
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cpVect rot;
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// *** User Definable Fields
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// User defined data pointer.
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void *data;
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// *** Internally Used Fields
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// Velocity bias values used when solving penetrations and correcting joints.
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cpVect v_bias;
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cpFloat w_bias;
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// int active;
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} cpBody;
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// Basic allocation/destruction functions
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cpBody *cpBodyAlloc(void);
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cpBody *cpBodyInit(cpBody *body, cpFloat m, cpFloat i);
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cpBody *cpBodyNew(cpFloat m, cpFloat i);
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void cpBodyDestroy(cpBody *body);
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void cpBodyFree(cpBody *body);
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// Setters for some of the special properties (mandatory!)
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void cpBodySetMass(cpBody *body, cpFloat m);
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void cpBodySetMoment(cpBody *body, cpFloat i);
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void cpBodySetAngle(cpBody *body, cpFloat a);
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// Modify the velocity of the body so that it will move to the specified absolute coordinates in the next timestep.
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// Intended for objects that are moved manually with a custom velocity integration function.
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void cpBodySlew(cpBody *body, cpVect pos, cpFloat dt);
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// Default Integration functions.
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void cpBodyUpdateVelocity(cpBody *body, cpVect gravity, cpFloat damping, cpFloat dt);
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void cpBodyUpdatePosition(cpBody *body, cpFloat dt);
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// Convert body local to world coordinates
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static inline cpVect
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cpBodyLocal2World(cpBody *body, cpVect v)
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{
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return cpvadd(body->p, cpvrotate(v, body->rot));
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}
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// Convert world to body local coordinates
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static inline cpVect
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cpBodyWorld2Local(cpBody *body, cpVect v)
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{
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return cpvunrotate(cpvsub(v, body->p), body->rot);
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}
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// Apply an impulse (in world coordinates) to the body.
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static inline void
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cpBodyApplyImpulse(cpBody *body, cpVect j, cpVect r)
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{
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body->v = cpvadd(body->v, cpvmult(j, body->m_inv));
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body->w += body->i_inv*cpvcross(r, j);
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}
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// Not intended for external use. Used by cpArbiter.c and cpJoint.c.
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static inline void
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cpBodyApplyBiasImpulse(cpBody *body, cpVect j, cpVect r)
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{
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body->v_bias = cpvadd(body->v_bias, cpvmult(j, body->m_inv));
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body->w_bias += body->i_inv*cpvcross(r, j);
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}
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// Zero the forces on a body.
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void cpBodyResetForces(cpBody *body);
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// Apply a force (in world coordinates) to a body.
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void cpBodyApplyForce(cpBody *body, cpVect f, cpVect r);
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// Apply a damped spring force between two bodies.
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void cpDampedSpring(cpBody *a, cpBody *b, cpVect anchr1, cpVect anchr2, cpFloat rlen, cpFloat k, cpFloat dmp, cpFloat dt);
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//int cpBodyMarkLowEnergy(cpBody *body, cpFloat dvsq, int max);
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/* Copyright (c) 2007 Scott Lembcke
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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#include <stdlib.h>
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#include <math.h>
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#include <stdio.h>
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#include <assert.h>
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#include "chipmunk.h"
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typedef int (*collisionFunc)(cpShape*, cpShape*, cpContact**);
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static collisionFunc *colfuncs = NULL;
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// Add contact points for circle to circle collisions.
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// Used by several collision tests.
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static int
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circle2circleQuery(cpVect p1, cpVect p2, cpFloat r1, cpFloat r2, cpContact **con)
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{
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cpFloat mindist = r1 + r2;
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cpVect delta = cpvsub(p2, p1);
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cpFloat distsq = cpvlengthsq(delta);
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if(distsq >= mindist*mindist) return 0;
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cpFloat dist = sqrtf(distsq);
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// To avoid singularities, do nothing in the case of dist = 0.
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cpFloat non_zero_dist = (dist ? dist : INFINITY);
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// Allocate and initialize the contact.
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(*con) = (cpContact *)malloc(sizeof(cpContact));
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cpContactInit(
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(*con),
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cpvadd(p1, cpvmult(delta, 0.5 + (r1 - 0.5*mindist)/non_zero_dist)),
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cpvmult(delta, 1.0/non_zero_dist),
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dist - mindist,
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0
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);
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return 1;
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}
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// Collide circle shapes.
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static int
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circle2circle(cpShape *shape1, cpShape *shape2, cpContact **arr)
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{
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cpCircleShape *circ1 = (cpCircleShape *)shape1;
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cpCircleShape *circ2 = (cpCircleShape *)shape2;
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return circle2circleQuery(circ1->tc, circ2->tc, circ1->r, circ2->r, arr);
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}
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// Collide circles to segment shapes.
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static int
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circle2segment(cpShape *circleShape, cpShape *segmentShape, cpContact **con)
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{
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cpCircleShape *circ = (cpCircleShape *)circleShape;
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cpSegmentShape *seg = (cpSegmentShape *)segmentShape;
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// Radius sum
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cpFloat rsum = circ->r + seg->r;
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// Calculate normal distance from segment.
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cpFloat dn = cpvdot(seg->tn, circ->tc) - cpvdot(seg->ta, seg->tn);
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cpFloat dist = fabs(dn) - rsum;
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if(dist > 0.0f) return 0;
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// Calculate tangential distance along segment.
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cpFloat dt = -cpvcross(seg->tn, circ->tc);
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cpFloat dtMin = -cpvcross(seg->tn, seg->ta);
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cpFloat dtMax = -cpvcross(seg->tn, seg->tb);
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// Decision tree to decide which feature of the segment to collide with.
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if(dt < dtMin){
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if(dt < (dtMin - rsum)){
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return 0;
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} else {
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return circle2circleQuery(circ->tc, seg->ta, circ->r, seg->r, con);
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}
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} else {
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if(dt < dtMax){
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cpVect n = (dn < 0.0f) ? seg->tn : cpvneg(seg->tn);
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(*con) = (cpContact *)malloc(sizeof(cpContact));
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cpContactInit(
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(*con),
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cpvadd(circ->tc, cpvmult(n, circ->r + dist*0.5f)),
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n,
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dist,
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0
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);
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return 1;
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} else {
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if(dt < (dtMax + rsum)) {
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return circle2circleQuery(circ->tc, seg->tb, circ->r, seg->r, con);
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} else {
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return 0;
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}
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}
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}
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return 1;
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}
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// Helper function for allocating contact point lists.
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static cpContact *
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addContactPoint(cpContact **arr, int *max, int *num)
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{
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if(*arr == NULL){
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// Allocate the array if it hasn't been done.
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(*max) = 2;
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(*num) = 0;
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(*arr) = (cpContact *)malloc((*max)*sizeof(cpContact));
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} else if(*num == *max){
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// Extend it if necessary.
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(*max) *= 2;
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(*arr) = (cpContact *)realloc(*arr, (*max)*sizeof(cpContact));
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}
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cpContact *con = &(*arr)[*num];
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(*num)++;
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return con;
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}
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// Find the minimum separating axis for the give poly and axis list.
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static inline int
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findMSA(cpPolyShape *poly, cpPolyShapeAxis *axes, int num, cpFloat *min_out)
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{
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int min_index = 0;
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cpFloat min = cpPolyShapeValueOnAxis(poly, axes->n, axes->d);
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if(min > 0.0) return -1;
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for(int i=1; i<num; i++){
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cpFloat dist = cpPolyShapeValueOnAxis(poly, axes[i].n, axes[i].d);
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if(dist > 0.0) {
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return -1;
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} else if(dist > min){
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min = dist;
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min_index = i;
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}
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}
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(*min_out) = min;
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return min_index;
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}
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// Add contacts for penetrating vertexes.
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static inline int
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findVerts(cpContact **arr, cpPolyShape *poly1, cpPolyShape *poly2, cpVect n, cpFloat dist)
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{
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int max = 0;
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int num = 0;
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for(int i=0; i<poly1->numVerts; i++){
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cpVect v = poly1->tVerts[i];
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if(cpPolyShapeContainsVertPartial(poly2, v, cpvneg(n)))
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cpContactInit(addContactPoint(arr, &max, &num), v, n, dist, CP_HASH_PAIR(poly1, i));
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}
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for(int i=0; i<poly2->numVerts; i++){
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cpVect v = poly2->tVerts[i];
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if(cpPolyShapeContainsVertPartial(poly1, v, n))
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cpContactInit(addContactPoint(arr, &max, &num), v, n, dist, CP_HASH_PAIR(poly2, i));
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}
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// if(!num)
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// addContactPoint(arr, &size, &num, cpContactNew(shape1->body->p, n, dist, 0));
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return num;
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}
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// Collide poly shapes together.
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static int
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poly2poly(cpShape *shape1, cpShape *shape2, cpContact **arr)
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{
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+
cpPolyShape *poly1 = (cpPolyShape *)shape1;
|
194
|
+
cpPolyShape *poly2 = (cpPolyShape *)shape2;
|
195
|
+
|
196
|
+
cpFloat min1;
|
197
|
+
int mini1 = findMSA(poly2, poly1->tAxes, poly1->numVerts, &min1);
|
198
|
+
if(mini1 == -1) return 0;
|
199
|
+
|
200
|
+
cpFloat min2;
|
201
|
+
int mini2 = findMSA(poly1, poly2->tAxes, poly2->numVerts, &min2);
|
202
|
+
if(mini2 == -1) return 0;
|
203
|
+
|
204
|
+
// There is overlap, find the penetrating verts
|
205
|
+
if(min1 > min2)
|
206
|
+
return findVerts(arr, poly1, poly2, poly1->tAxes[mini1].n, min1);
|
207
|
+
else
|
208
|
+
return findVerts(arr, poly1, poly2, cpvneg(poly2->tAxes[mini2].n), min2);
|
209
|
+
}
|
210
|
+
|
211
|
+
// Like cpPolyValueOnAxis(), but for segments.
|
212
|
+
static inline float
|
213
|
+
segValueOnAxis(cpSegmentShape *seg, cpVect n, cpFloat d)
|
214
|
+
{
|
215
|
+
cpFloat a = cpvdot(n, seg->ta) - seg->r;
|
216
|
+
cpFloat b = cpvdot(n, seg->tb) - seg->r;
|
217
|
+
return cpfmin(a, b) - d;
|
218
|
+
}
|
219
|
+
|
220
|
+
// Identify vertexes that have penetrated the segment.
|
221
|
+
static inline void
|
222
|
+
findPointsBehindSeg(cpContact **arr, int *max, int *num, cpSegmentShape *seg, cpPolyShape *poly, cpFloat pDist, cpFloat coef)
|
223
|
+
{
|
224
|
+
cpFloat dta = cpvcross(seg->tn, seg->ta);
|
225
|
+
cpFloat dtb = cpvcross(seg->tn, seg->tb);
|
226
|
+
cpVect n = cpvmult(seg->tn, coef);
|
227
|
+
|
228
|
+
for(int i=0; i<poly->numVerts; i++){
|
229
|
+
cpVect v = poly->tVerts[i];
|
230
|
+
if(cpvdot(v, n) < cpvdot(seg->tn, seg->ta)*coef + seg->r){
|
231
|
+
cpFloat dt = cpvcross(seg->tn, v);
|
232
|
+
if(dta >= dt && dt >= dtb){
|
233
|
+
cpContactInit(addContactPoint(arr, max, num), v, n, pDist, CP_HASH_PAIR(poly, i));
|
234
|
+
}
|
235
|
+
}
|
236
|
+
}
|
237
|
+
}
|
238
|
+
|
239
|
+
// This one is complicated and gross. Just don't go there...
|
240
|
+
// TODO: Comment me!
|
241
|
+
static int
|
242
|
+
seg2poly(cpShape *shape1, cpShape *shape2, cpContact **arr)
|
243
|
+
{
|
244
|
+
cpSegmentShape *seg = (cpSegmentShape *)shape1;
|
245
|
+
cpPolyShape *poly = (cpPolyShape *)shape2;
|
246
|
+
cpPolyShapeAxis *axes = poly->tAxes;
|
247
|
+
|
248
|
+
cpFloat segD = cpvdot(seg->tn, seg->ta);
|
249
|
+
cpFloat minNorm = cpPolyShapeValueOnAxis(poly, seg->tn, segD) - seg->r;
|
250
|
+
cpFloat minNeg = cpPolyShapeValueOnAxis(poly, cpvneg(seg->tn), -segD) - seg->r;
|
251
|
+
if(minNeg > 0.0f || minNorm > 0.0f) return 0;
|
252
|
+
|
253
|
+
int mini = 0;
|
254
|
+
cpFloat poly_min = segValueOnAxis(seg, axes->n, axes->d);
|
255
|
+
if(poly_min > 0.0f) return 0;
|
256
|
+
for(int i=0; i<poly->numVerts; i++){
|
257
|
+
cpFloat dist = segValueOnAxis(seg, axes[i].n, axes[i].d);
|
258
|
+
if(dist > 0.0f){
|
259
|
+
return 0;
|
260
|
+
} else if(dist > poly_min){
|
261
|
+
poly_min = dist;
|
262
|
+
mini = i;
|
263
|
+
}
|
264
|
+
}
|
265
|
+
|
266
|
+
int max = 0;
|
267
|
+
int num = 0;
|
268
|
+
|
269
|
+
cpVect poly_n = cpvneg(axes[mini].n);
|
270
|
+
|
271
|
+
cpVect va = cpvadd(seg->ta, cpvmult(poly_n, seg->r));
|
272
|
+
cpVect vb = cpvadd(seg->tb, cpvmult(poly_n, seg->r));
|
273
|
+
if(cpPolyShapeContainsVert(poly, va))
|
274
|
+
cpContactInit(addContactPoint(arr, &max, &num), va, poly_n, poly_min, CP_HASH_PAIR(seg, 0));
|
275
|
+
if(cpPolyShapeContainsVert(poly, vb))
|
276
|
+
cpContactInit(addContactPoint(arr, &max, &num), vb, poly_n, poly_min, CP_HASH_PAIR(seg, 1));
|
277
|
+
|
278
|
+
// Floating point precision problems here.
|
279
|
+
// This will have to do for now.
|
280
|
+
poly_min -= cp_collision_slop;
|
281
|
+
if(minNorm >= poly_min || minNeg >= poly_min) {
|
282
|
+
if(minNorm > minNeg)
|
283
|
+
findPointsBehindSeg(arr, &max, &num, seg, poly, minNorm, 1.0f);
|
284
|
+
else
|
285
|
+
findPointsBehindSeg(arr, &max, &num, seg, poly, minNeg, -1.0f);
|
286
|
+
}
|
287
|
+
|
288
|
+
// If no other collision points are found, try colliding endpoints.
|
289
|
+
if(num == 0){
|
290
|
+
cpVect poly_a = poly->tVerts[mini];
|
291
|
+
cpVect poly_b = poly->tVerts[(mini + 1)%poly->numVerts];
|
292
|
+
|
293
|
+
if(circle2circleQuery(seg->ta, poly_a, seg->r, 0.0f, arr))
|
294
|
+
return 1;
|
295
|
+
|
296
|
+
if(circle2circleQuery(seg->tb, poly_a, seg->r, 0.0f, arr))
|
297
|
+
return 1;
|
298
|
+
|
299
|
+
if(circle2circleQuery(seg->ta, poly_b, seg->r, 0.0f, arr))
|
300
|
+
return 1;
|
301
|
+
|
302
|
+
if(circle2circleQuery(seg->tb, poly_b, seg->r, 0.0f, arr))
|
303
|
+
return 1;
|
304
|
+
}
|
305
|
+
|
306
|
+
return num;
|
307
|
+
}
|
308
|
+
|
309
|
+
// This one is less gross, but still gross.
|
310
|
+
// TODO: Comment me!
|
311
|
+
static int
|
312
|
+
circle2poly(cpShape *shape1, cpShape *shape2, cpContact **con)
|
313
|
+
{
|
314
|
+
cpCircleShape *circ = (cpCircleShape *)shape1;
|
315
|
+
cpPolyShape *poly = (cpPolyShape *)shape2;
|
316
|
+
cpPolyShapeAxis *axes = poly->tAxes;
|
317
|
+
|
318
|
+
int mini = 0;
|
319
|
+
cpFloat min = cpvdot(axes->n, circ->tc) - axes->d - circ->r;
|
320
|
+
for(int i=0; i<poly->numVerts; i++){
|
321
|
+
cpFloat dist = cpvdot(axes[i].n, circ->tc) - axes[i].d - circ->r;
|
322
|
+
if(dist > 0.0){
|
323
|
+
return 0;
|
324
|
+
} else if(dist > min) {
|
325
|
+
min = dist;
|
326
|
+
mini = i;
|
327
|
+
}
|
328
|
+
}
|
329
|
+
|
330
|
+
cpVect n = axes[mini].n;
|
331
|
+
cpVect a = poly->tVerts[mini];
|
332
|
+
cpVect b = poly->tVerts[(mini + 1)%poly->numVerts];
|
333
|
+
cpFloat dta = cpvcross(n, a);
|
334
|
+
cpFloat dtb = cpvcross(n, b);
|
335
|
+
cpFloat dt = cpvcross(n, circ->tc);
|
336
|
+
|
337
|
+
if(dt < dtb){
|
338
|
+
return circle2circleQuery(circ->tc, b, circ->r, 0.0f, con);
|
339
|
+
} else if(dt < dta) {
|
340
|
+
(*con) = (cpContact *)malloc(sizeof(cpContact));
|
341
|
+
cpContactInit(
|
342
|
+
(*con),
|
343
|
+
cpvsub(circ->tc, cpvmult(n, circ->r + min/2.0f)),
|
344
|
+
cpvneg(n),
|
345
|
+
min,
|
346
|
+
0
|
347
|
+
);
|
348
|
+
|
349
|
+
return 1;
|
350
|
+
} else {
|
351
|
+
return circle2circleQuery(circ->tc, a, circ->r, 0.0f, con);
|
352
|
+
}
|
353
|
+
}
|
354
|
+
|
355
|
+
static void
|
356
|
+
addColFunc(cpShapeType a, cpShapeType b, collisionFunc func)
|
357
|
+
{
|
358
|
+
colfuncs[a + b*CP_NUM_SHAPES] = func;
|
359
|
+
}
|
360
|
+
|
361
|
+
#ifdef __cplusplus
|
362
|
+
extern "C" {
|
363
|
+
#endif
|
364
|
+
// Initializes the array of collision functions.
|
365
|
+
// Called by cpInitChipmunk().
|
366
|
+
void
|
367
|
+
cpInitCollisionFuncs(void)
|
368
|
+
{
|
369
|
+
if(!colfuncs)
|
370
|
+
colfuncs = (collisionFunc *)calloc(CP_NUM_SHAPES*CP_NUM_SHAPES, sizeof(collisionFunc));
|
371
|
+
|
372
|
+
addColFunc(CP_CIRCLE_SHAPE, CP_CIRCLE_SHAPE, circle2circle);
|
373
|
+
addColFunc(CP_CIRCLE_SHAPE, CP_SEGMENT_SHAPE, circle2segment);
|
374
|
+
addColFunc(CP_SEGMENT_SHAPE, CP_POLY_SHAPE, seg2poly);
|
375
|
+
addColFunc(CP_CIRCLE_SHAPE, CP_POLY_SHAPE, circle2poly);
|
376
|
+
addColFunc(CP_POLY_SHAPE, CP_POLY_SHAPE, poly2poly);
|
377
|
+
}
|
378
|
+
#ifdef __cplusplus
|
379
|
+
}
|
380
|
+
#endif
|
381
|
+
|
382
|
+
int
|
383
|
+
cpCollideShapes(cpShape *a, cpShape *b, cpContact **arr)
|
384
|
+
{
|
385
|
+
// Their shape types must be in order.
|
386
|
+
assert(a->klass->type <= b->klass->type);
|
387
|
+
|
388
|
+
collisionFunc cfunc = colfuncs[a->klass->type + b->klass->type*CP_NUM_SHAPES];
|
389
|
+
return (cfunc) ? cfunc(a, b, arr) : 0;
|
390
|
+
}
|